Aetheria/Assets/Scripts/ServerShared/AetheriaMath.cs

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using System.Collections;
using System.Collections.Generic;
using Unity.Mathematics;
using static Unity.Mathematics.math;
public class AetheriaMath
{
//first-order intercept using absolute target position
public static float3 FirstOrderIntercept
(
float3 shooterPosition,
float3 shooterVelocity,
float shotSpeed,
float3 targetPosition,
float3 targetVelocity
) {
float3 targetRelativePosition = targetPosition - shooterPosition;
float3 targetRelativeVelocity = targetVelocity - shooterVelocity;
float t = FirstOrderInterceptTime
(
shotSpeed,
targetRelativePosition,
targetRelativeVelocity
);
return targetPosition + t*targetRelativeVelocity;
}
//first-order intercept using relative target position
public static float FirstOrderInterceptTime
(
float shotSpeed,
float3 targetRelativePosition,
float3 targetRelativeVelocity
) {
float velocitySquared = lengthsq(targetRelativeVelocity);
if(velocitySquared < 0.001f)
return 0f;
float a = velocitySquared - shotSpeed*shotSpeed;
//handle similar velocities
if (abs(a) < 0.001f)
{
float t = -lengthsq(targetRelativePosition)/ (2f*dot(targetRelativeVelocity, targetRelativePosition));
return max(t, 0f); //don't shoot back in time
}
float b = 2f*dot(targetRelativeVelocity, targetRelativePosition);
float c = lengthsq(targetRelativePosition);
float determinant = b*b - 4f*a*c;
if (determinant > 0f) { //determinant > 0; two intercept paths (most common)
float t1 = (-b + sqrt(determinant))/(2f*a),
t2 = (-b - sqrt(determinant))/(2f*a);
if (t1 > 0f) {
if (t2 > 0f)
return min(t1, t2); //both are positive
else
return t1; //only t1 is positive
} else
return max(t2, 0f); //don't shoot back in time
} else if (determinant < 0f) //determinant < 0; no intercept path
return 0f;
else //determinant = 0; one intercept path, pretty much never happens
return max(-b/(2f*a), 0f); //don't shoot back in time
}
}